Esports — 鶹ƵUniversity News Thu, 07 Aug 2025 19:34:58 +0000 en-US hourly 1 https://wordpress.org/?v=6.8.2 Scott Tainsky’s Research Focus Aligns Perfectly With New Falk College of Sport /blog/2025/08/07/scott-tainskys-research-focus-aligns-perfectly-with-new-falk-college-of-sport/ Thu, 07 Aug 2025 19:34:58 +0000 /?p=215787 Falk College Senior Associate Dean of Faculty Affairs and Academic Operations Scott Tainsky at the University of Michigan.

Scott Tainsky (far right), shown here with Detroit Country Day School players and coaches at a University of Michigan summer team camp, is the new Senior Associate Dean of Faculty Affairs and Academic Operations for the David B. Falk College of Sport.

The earliest memories  has involve playing sports and watching the golden age of Big East Conference basketball with stars like Patrick Ewing, Chris Mullin and 鶹ƵUniversity star Pearl Washington.

Now, as a father of two children who play youth sports, Tainsky says the “anchor events” in their household revolve around his children’s games and practices, and the sports they watch together on TV. Tainsky built his research career around the idea that sports bring people together, and that’s the focus and sensibility he’s bringing to the as its new senior associate dean of faculty affairs and academic operations.

“It’s the same feeling I hope to experience very shortly at the (JMA Wireless) Dome,” Tainsky says. “Being able to come together and root, root, root for the home team with the family was a salient experience for me as I grew up and became an athlete. Then, as a soon-retired athlete, it evolved from me competing to being one of the people either coaching or analyzing what’s going on for others to do their best to compete at the highest level.”

Falk College Senior Associate Dean of Faculty Affairs and Academic Operations Scott Tainsky.

Scott Tainsky

Tainsky, who started at Falk College on July 1, was previously a professor of management and Director of Sport and Entertainment Management at Wayne State University in Detroit, Michigan, where he was awarded Mike Ilitch School of Business awards for innovative teaching and excellence in research. He’s currently editor in chief of the , the official research journal of the (NASSM) and he has co-authored over 50 journal articles, becoming a NASSM Research Fellow in 2015.

At the core of Tainsky’s research are the decisions made by high-level sports managers and how they impact both organizational performance and the collective well-being of fans.

“Scott’s research interests–economics of sports leagues and teams, player performance analytics, and corporate social responsibility in national and international sports leagues–align perfectly with our vision for creating the nation’s premier College of Sport,” says Falk College Dean Jeremy Jordan. With programs in esports, exercise science, nutrition, sport analytics and sport management, the Falk College of Sport launched July 1 as the on a high-research activity campus (R1) to focus on sport through a holistic academic lens.

We connected with Tainsky to learn more about his research and how it will impact the College of Sport.

How did you develop an interest in studying the impact of sport?

My curiosity about the world and trying to incorporate that into my daily life. Being able to better the community that I’m a part of is ingrained by the fact that I grew up in a house where my father (Dr. Michael Tainsky) was a researcher—in his case he was trying to cure cancer and improve people’s lives that way.

Mine was much more social. As a social scientist, I have noticed the way sport can be such a valuable part of people’s lives. My first memory was watching Big East basketball, and I liked math. I try to bring those two worlds together to create the best social experiences for the greatest number of people possible.

One of the College of Sport’s areas of excellence is community sport and wellness, or as Dean Jordan also calls it, “sport for good.” How does your research fit with the uplifting power of sport?

The intellectual side of that is no one has to do sport; it’s an elective part of our lives. Since so many are choosing to spend so much of our attention on this leisure activity, it’s an incredible opportunity to see what people truly value. At the same time, we can provide leadership in utilizing that to help create the most good in the community.

Falk College Senior Associate Dean of Faculty Affairs and Academic Operations Scott Tainsky with his daughter Shana.

Scott Tainsky with his daughter, Shana, on the steps of the Lincoln Memorial in Washington, D.C., after Shana led her club soccer team to the championship of the top flight of the 2021 Women and Girls in Soccer tournament.

We’re here to help round out that part of their choice, to provide the right amount of sport, marketed and delivered in a way that’s consumable and made more efficient, where the product is better and where the athletes are more informed.

Is there a specific theme throughout your research?

If there’s a theme to my research, it’s this idea of positive externalities, and that’s a very technical term of what is being produced can produce additional good captured by others. So, for example, in that I did with (Sport Analytics Professor) , we look at how the hotel industry is impacted by college football games. It’s not like Marriot or Hilton does anything different to be able to raise their rates or increase their occupancy rates on home football games. It happens because there’s so much excitement around sport; so much interest in being a part of that experience. So, in that case, we’re looking to quantify the externalities produced by football games.

There are other ways this presents in terms of viewership. When I follow 鶹Ƶbasketball and 鶹Ƶbasketball is having a good year, you would think that because we only have so much leisure time and I’m watching more of the Orange, it might take away the amount I choose to watch other basketball teams. But in fact, the opposite is true. As I become more deeply connected to 鶹Ƶbasketball, I’m actually more interested in some of the rival teams we’re competing against. So, we’re looking for those externalities, quantifying those externalities, and then helping round out the experience with the understanding that those things that may be counterintuitive are in play. How do we capitalize on this knowledge to produce the most good?

What are your impressions of the Falk College of Sport and what it can become?

Falk College and 鶹ƵUniversity have recognized that there are four legs of the stool, and you can’t get any balance unless all four of them are functioning and working together. You can’t create athletes and have competition at the highest level without understanding the exercise science portion and the nutrition portion of sport. You can’t produce teams and individuals functioning at their highest level without sport management and sport analytics. You can’t appreciate the whole of it unless all of those pieces are talking with one another…and there is not one other place that’s doing what’s happening right now at Falk College. It’s 100 percent the reason I wanted to be a part of this project.

What drew me to Falk College was this vision of what can be if we bring together these disciplines that are often times separated and siloed. It’s such a welcome idea that I expect us to be doing incredible things quickly because of all the support I’m seeing and all of the buy-in for what we’re doing from so many different, important pieces of this puzzle.

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Registration Open for Esports Campus Takeover Hosted by University and Gen.G /blog/2025/06/19/registration-open-for-esports-campus-takeover-hosted-by-university-and-gen-g/ Thu, 19 Jun 2025 16:54:08 +0000 /?p=213084 , 鶹ƵUniversity Executive Director of Esports Joey Gawrysiak and Gen.G CEO Arnold Hur.

This past January, Executive Director of Esports Joey Gawrysiak (left) and Gen.G CEO Arnold Hur announced a multi-year partnership designed to enhance student engagement opportunities with such events as the Campus Takeover in September.

鶹ƵUniversity and global esports and gaming organization have opened general registration at for its first Campus Takeover Sept. 20-21. The two-day conference will bring students and administrators to 鶹Ƶto highlight career opportunities within the esports industry and various ways in which students can use esports for project-based learning within the careers of their choice.

Campus Takeover will offer diverse programming headlined by the first-ever national Esports Business Case Study Competition for undergraduate students interested in esports, traditional sports and gaming. The event will also feature daily keynote presentations, industry panels for collegiate esports professionals, career panels for students interested in working for the esports industry and daily networking events. Campus Takeover will feed into the University’s from Sept. 22-26 hosted by .

“When we announced our multiyear partnership with 鶹Ƶin December, we committed to enhancing student engagement opportunities,” says Gen.G CEO Arnold Hur. “Campus Takeover will provide that opportunity for anyone interested in esports and gaming to learn more about our industry and build an impactful career.”

鶹ƵUniversity Executive Director of Esports Joey Gawrysiak at grand opening of Gaming and Esports Center.

Executive Director of Esports Joey Gawrysiak addresses the audience at the grand opening of the Gaming and Esports Center in the Schine Student Center.

“We’re absolutely thrilled to bring Gen.G’s award-winning Campus Takeover event to 鶹ƵUniversity,” says Executive Director of Esports . “This partnership represents more than just a high-profile esports event—it’s an opportunity for students, faculty and staff across disciplines and institutions to come together.

“Campus Takeover will showcase what makes esports such a powerful connector in education,” Gawrysiak adds. “We can’t wait to have everyone on our campus as we offer dynamic programming that focuses on professional development, competition and collaboration.”

Gen.G and 鶹Ƶhave also partnered on the, which offers students the opportunity to take part in an intensive, three-week program to study in South Korea. This programming complements the innovative at the University offered jointly by the  and the , which on July 1, 2025, will launch as the first college on a high-research activity campus to focus on sport-related disciplines.

The esports program includes three tracks: esports business and management, esports communications, and esports media and design. It prepares students for an exciting career in esports and related industries through classes in event management and marketing, broadcasting/production, communications, content creation, entrepreneurship, strategic communications and esports experience and design.

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Game Changer: University Debuts State-of-the-Art Gaming and Esports Center /blog/2025/01/21/game-changer-university-debuts-state-of-the-art-gaming-and-esports-center/ Tue, 21 Jan 2025 17:48:03 +0000 /?p=206889 A man speaks to an audience during the grand opening of the gaming and esports center on the 鶹ƵUniversity campus.

Executive Director of Esports Joey Gawrysiak addresses the crowd during the grand opening of the Gaming and Esports Center on campus. (Photo by Tiancheng Tang ’26)

Continuing to innovate as a leading higher education institution for and gaming in the United States, 鶹ƵUniversity has officially opened its new, state-of-the-art Gaming and Esports Center—an exciting arena for competitors and those new to the action to take part in this ever-growing, evolving sports field. The community gaming space elevates the esports offerings at the University in support of student engagement opportunities and first-of-its-kind academic programming.

Four people hold up scissors for a grand opening of the gaming and esports center on the 鶹ƵUniversity campus.

Pictured from left to right are Chancellor Kent Syverud, Braeden Cheverie-Leonard ’26, Gabriel Goodwin ’28, and Brianna Nechifor ’26.

“This new best-in-class esports center is an important milestone in a project that is still underway to make us the best university for esports and gaming,” said 鶹ƵUniversity Chancellor and President , during its opening celebration Friday. “No other university of our stature is investing in esports like we are. This gives 鶹ƵUniversity a unique opportunity to level up while others aren’t even in the game.”

The 5,800-square-foot center inside the Schine Student Center is the second recreational gaming and esports facility on campus. The esports gaming room at the Barnes Center at The Arch has attracted more than 100,000 visits by students since opening in 2019.

The new facility will allow even more students the opportunity to try their hand at esports and gaming while strengthening the University’s commitment to leading the way in esports through the creation of a space that sets the University apart from its peer institutions.

A man smiles while posing for a headshot.

Joey Gawrysiak

The Gaming and Esports Center offers something for every member of the University community, says , executive director of esports, including the first-of-its-kind esports communications and management degree program, offered jointly by the  and the .

The center will house the University’s competitive esports varsity teams and feature a long, elevated stage with 10 computers where teams square off in competition. Each computer has a camera attached to the top for live streaming, and there are two long, video boards running in front of and behind the stage, perfect for displaying match stats, graphics and video replays to the crowd of spectators seated in front of the stage.

The facility is also meant for gamers of all levels and interests. There are 24 high-end personal computers and assorted console gaming on systems like Nintendo, PlayStation and Xbox, along with virtual and augmented reality offerings, two racing simulators, classic arcade games and tabletop gaming.

“We’re setting a new standard for what esports and gaming can be, and 鶹ƵUniversity is embracing the impact esports and gaming can have at an institution of higher education,” Gawrysiak says. “This space shows that we’re innovative and that we have an eye on the future of gaming and esports. We’re using esports and gaming as an educational opportunity, and this facility is a showcase of all things gaming for all members of our campus community.”

A man tries out a racing simulator in the gaming and esports center.

A member of the University community tries out one of the racing simulators housed in the new Gaming and Esports Center. (Photo by Cathleen O’Hare)

The University and global esports and gaming organization have collaborated on a multi-year partnership designed to enhance student engagement opportunities and support the University’s esports degree program. Along with an opportunity to participate in an intensive, three-week study abroad program in South Korea, the partnership will bring Gen.G’s Campus Takeover conference and program to 鶹Ƶto celebrate the University’s Gaming and Esports Center.

The center also features a production area—where students can receive real-world experiences live streaming varsity and club esports competitions—and a space for student broadcasters to provide play-by-play and color commentary from the matches.

Will Delgado ’26 has been involved with esports since his first year on campus, first as a broadcaster and then as a content creator for the esports program’s social media channels. Delgado shot, edited and produced the esports promotional video that was shown during Friday’s grand opening.

A man smiles while posing for a headshot.

Will Delgado

“This space is going to have a huge impact on the campus community. It will help educate and inform our students on the potential career opportunities presented by esports,” says Delgado, who is studying both supply chain management in the and television, radio and film in the .

“By getting involved with esports, students can walk away with career skills and experiences that will serve them well in this industry.  I should know, as I want to merge my passions for gaming, esports and content creation into an esports career when I graduate,” says Delgado, who is a resident advisor for an esports-centric Living Learning Community in Haven Hall.

During the ceremony, 鶹ƵUniversity’s Counter Strike 2 varsity team, which claimed a national championship from the National Association of Collegiate Esports, was honored with a trophy presentation that will proudly be displayed in the center. It’s the first of what Gawrysiak hopes is many trophies to come.

Later this summer, the University is launching construction on a competitive esports arena inside the Marley Building. The third esports venue on campus will provide real-world, professional experiences to esports student-athletes and to members of the esports academic degree program.

The Gaming and Esports Center will be open from 10 a.m. to 10 p.m. seven days a week and is located immediately next to the campus bookstore. All games and experiences are free to play for members of the University community.

Gamers play before a studio audience on campus.

Members of the University community watch a competition featuring members of the 鶹ƵUniversity esports team. (Photo by Cathleen O’Hare)

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鶹ƵUniversity Teams Up With Global Organization Gen.G to Boost Student Engagement, Expand Hands-On Learning Opportunities in Esports /blog/2024/12/17/syracuse-university-teams-up-with-global-organization-gen-g-to-boost-student-engagement-expand-hands-on-learning-opportunities-in-esports/ Tue, 17 Dec 2024 15:00:57 +0000 /?p=206358 Two individuals shaking hands in front of a backdrop with Gen.G and G2 Esports logos, flanked by esports trophies.

Joey Gawrysiak, executive director of the esports degree program (left) and Arnold Hur, CEO of Gen.G (Photo courtesy of Gen.G)

鶹ƵUniversity and global esports and gaming organization are collaborating on a multi-year partnership designed to enhance student engagement opportunities and support the University’s first-of-its-kind esports communications and management bachelor’s program.

The partnership will feature participation in the , which offers students the opportunity to take part in an intensive, three-week program to study in South Korea. The partnership will also bring Gen.G’s Campus Takeover conference and program to 鶹Ƶto celebrate the University’s soon-to-be-completed esports hub in the center of campus at the Schine Student Center. Campus Takeover events draw students, faculty, professional leaders and other stakeholders from around the world to discuss key issues and emerging trends in the esports and gaming industries.

鶹ƵUniversity is the first major university in the country to offer an esports bachelor’s program. The degree is offered jointly by the Newhouse School of Public Communications and .

“As a leader in esports education, it is essential for 鶹Ƶto deliver to the right mix of academic excellence and hands-on experiences to our students,” says Joey Gawrysiak, executive director of the . “Given Gen.G’s outstanding track record of delivering educational programming that resonates with students, we look forward to building this important partnership in a growing field.”

The Gen.G Practicum Abroad program will offer 鶹Ƶstudents an expansive hands-on learning experience in the heart of the esports industry in South Korea. The program led by Gen.G professionals includes custom esports programming, mentorship by industry professionals, special lectures, industry “lunch-and-learns” and professional networking, all while immersing students in Korean culture and its history in esports. Students will visit competitive organizations and gaming publisher studios.

Students will also take part in Gen.G’s award-winning Campus Takeover event, which will be hosted for the first time on the 鶹Ƶcampus in fall 2025. The free-to-enter conference will focus on supporting the esports ecosystem in the Northeast and Mid-Atlantic, promoting academic, broadcast and competitive excellence through informative panels and seminars featuring industry professionals. The Campus Takeover at 鶹Ƶwill also be the first to feature an innovative business case study competition.

“鶹Ƶand Gen.G believe education plays a critical role in the future development of esports and gaming globally, so we’re committed to delivering hands-on experiences for the students who seek a rewarding career in our industry,” says Arnold Hur, CEO of Gen.G. Hur and Yugina Yan, the company’s assistant director of operations for education will serve as development advisors to the Syracuse’s esports program.

Last spring, Gen.G hosted industry lectures for students in the Department of Sport Management in Falk College and a marketing lecture exclusively for 鶹Ƶesports students during the League of Legends World Championships in Berlin.

Gen.G’s commitment to education is celebrating its fifth year with its Gen.G Foundation, a $1 million pledge over the next 10 years to advance the importance of education in the esports and gaming industry. The foundation awards scholarships to more than 40 students across the United States. Gen.G also operates the Gen.G Global Academy, the world’s first fully integrated academic esports program in Korea.

鶹Ƶ Gen.G

United under #TigerNation, Gen.G’s core mission is to help fans and athletes use the power of gaming and esports to get ahead in and beyond the competition. With an emphasis on education, DEI initiatives, and innovative partnerships, Gen.G is a commercial and thought leader, building a global, inclusive and cross-cultural future for gaming. Its unique portfolio of teams includes the Seoul Dynasty (Overwatch League), League of Legends Champions Korea (LCK), the Gen.G & Gen.G Black VALORANT teams, the PUBG Gen.G team, and the NBA2K’s Gen.G Tigers (the first non-NBA owned team in the NBA 2K League). Gen.G has also been a major proponent in seamlessly bringing in non-endemic brand partners to the world of gaming and esports, including 1Password, Burberry, Crocs, King’s Hawaiian, McDonald’s, Mobil1, Procter & Gamble, Toyota, and more. Gen.G also operates the Gen.G Global Academy, the world’s first fully-integrated academic esports program in Korea. Gen.G’s teams, content creators and corporate staff work out of their offices in Los Angeles, Seoul and Shanghai. For more information, visit GenG.gg or follow on Twitter @GenG.

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‘My Eyes Lit Up’: After An Exciting Campus Visit, Izzy Kaplan Joins First Class of Esports Majors (Video) /blog/2024/10/13/my-eyes-lit-up-after-an-exciting-campus-visit-izzy-kaplan-joins-first-class-of-esports-majors-video/ Sun, 13 Oct 2024 21:47:44 +0000 /?p=204168 Emily and Stephen Kaplan could see it in their daughter’s eyes.

When then-high school junior Isabelle “Izzy” Kaplan visited 鶹ƵUniversity in March 2023, the University had just announced it would be offering a new, first-of-its-kind degree program focused on esports starting in the fall of 2024. The program would be offered jointly by the and the .

Kaplan was already interested in majoring in communications, but she also enjoyed playing esports and was excited when she heard about this new major during her visit. When she later told her mother that she wanted to attend 鶹Ƶand enter this groundbreaking program, Emily Kaplan wondered what took her daughter so long.

“My parents support me being happy; they want the best for me,” Kaplan says. “They were there when I was told about this program, and they saw how my eyes lit up. When I mentioned it to my mom, she said, ‘You know, I’m surprised you’re just saying something about it now because I saw how you first looked, and I’d thought you’d immediately jump on that.’”

Kaplan, who’s from Long Island, New York, is now a member of the inaugural esports class. The program is unique because it features three tracks that combine elements of Falk College and the Newhouse School – esports business and management, esports communications, and esports media and design – and as Kaplan starts her academic career, she’s leaning toward the communications track.

But for now, first things first, and Kaplan is one of about 20 students taking Esports Executive Director and Professor of Practice ’s Introduction to Esports class. Gawrysiak says the introductory class is designed to help students understand the esports ecosystem how it operates in society and at Syracuse, and to get them excited about the major because of the hands-on opportunities they’ll experience throughout all of their courses.

Esports Director Joey Gawrysiak teaching in class.

Esports Executive Director and Professor of Practice Joey Gawrysiak, shown here teaching the Introduction to Esports class, says 鶹ƵUniversity’s esports program was built to prepare students for a successful career in esports and various other professions.

“An esports education is not about just classroom learning, and it’s not just about preparing students to work in esports,” says Gawrysiak, who built the esports program at Shenandoah University in Winchester, Virginia, before coming to Syracuse. “It’s about preparing them to have a very successful career by the time they graduate in whatever career it might be, whether it’s esports, esports adjacent, the entertainment industry, traditional sports, broadcast journalism, business, or whatever they might want to get into.”

As she navigates her first semester on campus, Kaplan is splitting her time with Newhouse and Falk, taking basic courses such as Communications 117 and 100 with Newhouse and Principles of Sport Management with Falk. To learn more about why Kaplan chose 鶹Ƶand the esports major, we sat down with her for this Q&A.

How did you get interested in esports? Had you ever considered a career involving esports?

I was 3 or 4 years old when I got my first video game. We loved playing Mario Kart and all the Super Mario games, and it’s been present in my life ever since.

I didn’t think about taking a career approach to it until about last year, because I actually found out about it when I toured 鶹Ƶfor the first time. I was interested in communications, I was looking at Newhouse, and I met someone who was working on developing the (esports) program.

This was before any of these people (the esports staff) were here. So, it was still just an idea being developed and they said it’s a very new program, very experimental. Not a lot of other schools have tried it to this level, and I thought that was cool because I love video games, and I’m interested in the fact that it’s communications.

What was the discussion like with your parents when you told them you wanted to be an esports major?

They like innovation, and this was brand new. They were a little worried because especially over (COVID) quarantine, everyone was a bit of a hermit, and I was on video games a lot. And they were concerned that maybe I’d be playing it too much here.

But then I started explaining to them that it wasn’t really the playing aspect – it was more the communications, forming connections, and networking – and they were interested. They thought I could really do something with this, and they thought it was also super cool that this field is becoming more balanced with males and females.

Would you like to get more involved with the management and production side of esports events on campus?

Yes, I’d love to be involved. I’m helping right now with the development of a club team, which will hopefully be a varsity team next year.

And it’s not just me. Everything here is very group-oriented. You’re never alone doing this kind of stuff, which is nice, and I never feel like I have no idea what I’m doing. There’s always some sort of guidance or someone else who’s also clueless so you don’t feel as bad!

My main goal is to obviously be friendly with everyone here, but also find connections and network through this very connected area because everyone seems to know everyone in this. It’s a little scary, but it’s also super cool and convenient.

What do you envision your next four years will be like in this major?

For me and the program in general, everything is going to be very experimental because this is year one, it’s still brand new and so fresh. And I think that’s exciting because it’s a pilot program and everything’s still being developed. Classes are still being developed.

There are three paths that you could take with this, so that’s all still being figured out. And no one fully knows where you’re going to end up. But the fact that there’s a lot of flexibility with this makes it very interesting.

It’s going to be a good learning experience, not just as a student, but probably for everyone working here. And I think it’ll be successful.

This spring, Kaplan will have an opportunity to take the Business of Esports class with Gawrysiak, and the Esports Production class with Esports Communications and Management Co-Director and Newhouse Professor and College of Arts and Sciences Associate Professor . Gawrysiak says the students will be encouraged to engage in the program outside of the classroom by joining a team, helping to manage a team, managing one of the esports and gaming centers on campus, or taking advantage of travel abroad opportunities.

To learn more about the esports program, tracks of study, and experiential learning opportunities, please visit the web page.

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